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Told you. Please, give me some points! This makes my hands sore...
Attributes: Mage 4 wisdom and 1 luck.
Skill: Phantom Fighter.
One-turn Phantom Fighter [Skill Points: 65 Points].
Fast Movement: Lv15 Lv15
Three-stage impact: lv20 lv20
Dark Aura: Lv20 Lv20
Punishment: Lv10 Lv10
Freely allocable skill points: 0).
Second Turn Phantom Fighter [Skill Point: 123 points].
Chains of Darkness: Lv20 Lv20
Four-stage impact: lv20 lv20
Precision Staff: Lv20 Lv20
Quick Staff: Lv13 Lv20
Damage Absorption: Lv10 Lv20
Blue Aura: Lv20 Lv20
Yellow Aura: Lv20 Lv20
Starry Sky and L's suggestion: Abandon the Quick Staff because of the Precision Staff plus Critical Hits. If you feel that the fast staff is too little, you can divide some skill points from the damage absorption.
Ice Phoenix Thunder Frost Break (306760097) 10:33:40 Damage Absorption 13 Quick Staff 10
Ice Phoenix Thunder Frost Break (306760097) 10:33:52It makes no sense to suck 5%.
Ice Phoenix Thunder Frost Break (306760097) 10:34:004% has overflowed the upper limit.
Freely allocable skill points: 0).
Triple Phantom Fighter [Skill Point: 153].
Death Shock: Lv20 Lv20
Combat Mastery: Lv20 Lv20
Advanced Dark Chain: Lv20 Lv20
Hegemony: lv20 lv20
Advanced Blue Aura: Lv20 Lv20
Dark Lightning: Lv20 Lv20
Transformation: lv10 lv10
Fast Movement Mastery: Lv10 Lv10
Rebirth: Lv. 13 Lv. 20
L's personal advice: Dark Lightning and Rebirth are both forsaken and abandoned. There are too many skills that Phantom Fighters use to level up.
And these two skills, one has a cd and the other has a low probability. It's all abandoned.,But the 4-turn dark creation has an improving effect on the dark lightning.,Personally, I think it's better to give up rebirth.。
Freely allocable skill points: 0).
Four-turn Phantom Fighter [Skill Points: 243 points].
Vitality Intensification : Lv10 Lv10
Critical Impact: Lv30 Lv30
Advanced Dark Aura: Lv30 Lv30
Dark Genesis : Lv30 Lv30 (If you don't have the ability to fill up, add it to 20 first) Stable as Tarzan : Lv30 Lv30 (you can add a little in the early stage) Adventure Island Warrior :
Lv30 Lv30 (if you can't fill it up, add it to 10 points first) Advanced Yellow Aura: Lv30 Lv30
Hurricane : lv30 lv30
Evacuation shelter: lv20 lv20
Warrior's Will : Lv3 Lv5
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How many turns? One turn magic bullet 7 points other full
2. What profession do you turn to Each profession is different
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Are you talking about evoking spirits It is recommended to go and see it.
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Magician ability points are added.
Magician strength 4, agility 4, level 8 before the transfer.
Intelligence, 10 levels of luck 13, the magician's luck points are added according to the equipment ** requirements, and the rest are all plus intelligence. The mage's ability points are added to the level (according to the requirements for class transfer, when the mage is level 8, the intelligence must reach 20), level.
3=Magician luck points. Limited to the current Adventure Island Highest Level** can only reach level 100**, so the Wizard only needs a maximum of 100 luck points, and all other points are all intelligence.
Ice Thunder One turn mage (add 5 mana recovery points at the first time, then add full mana to strengthen), 16 mana recovery.
10 mana boost.
20 magic shield.
Point order: 1 magic bullet.
20 mana double-tap.
Upgrade Form: Magic Bullet 1 - Mana Recovery 5 - Mana Enhancement 10 - Double Tap 20 - Shield 20 Perfect Form: Mana Recovery 5 - Mana Enhancement 10 - Magic Bullet 1 - Double Tap 20 - Shield 20 Second Turn Ice Thunder Mage.
Advice for newcomers: after 2 turns.
Ice and fire pigs make money, and upgrades are fast!
The first thunder can choose Mirin's mushroom hole, but the consumption is relatively large, and the upgrade speed is faster than the former!
20 mana absorption.
20 mental power.
Teleportation at 20 points.
30 Cryomy.
30 Lightning Points.
1 slowdown.
Three turns of Ice Thunder Wizard.
Ice Roar 30 - Mana Intensification 30 - Ice and Thunder Combo 30 - Rage 13 - Resistance 1 - Lightning Fall 30 - Seal 17
30 mana intensification.
30 points ice roar.
30 Ice and Thunder Combo.
30 Drop Gun.
20 magic rage.
1 seal.
30 Ice and Thunder Combo.
10 magic resistance.
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Skill Name: Mana Regeneration HP
Type: Passive (lv16).
Effect: Increases MP recovery every 10 seconds.
The formula for calculating the number of replies has been applied.
Character Level (Skill Level 10) 3
Skill Name: Mana Boost MP
Type: Passive (lv10).
Effect: The amount of maxMP added when the level is increased and when using AP to add MP.
Condition: Lv5
Skill Lv 1 2 3 4 5 6 7 8 9 10lv up +2 +4 +6 +8 +10 +12 +14 +16 +18 +20
ap +1 +2 +3 +4 +5 +6 +7 +8 +9 +10Skill Name: Magic Shield
Type: Active (lv20).
Effect: For a certain period of time, the amount of HP lost is replaced by MP.
Skill Name: Magic Armor
Type: Magic Armor Active (Lv20).
Effect: For a certain period of time, physical defense is increased for a certain period of time.
Conditions: Lv3
Skill Name: Magic Bullet Energy Bolt
Type: Active (lv20).
Effect: Use magic to attack the enemy's single target Attack is normal Think it's uselessSkill name: Magic double-click magic claw
Type: Active (lv20).
Effect: Attack the enemy 2 times with magic Attack High Condition: Lv1
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Competency value system assignment. Except for the spearhead, all classes only need to add one main attribute, and the other 3 are primary attributes in addition to intelligence.
Adventure Island Universal Skill Value Addition:
Add 1 point to all skills - passive topping up that doesn't consume blue - maxing up support buffs that consume blue - maxing up attack skills with states (such as stun, pushing monsters, etc.) - finally maxing up the main attack skill.
If you don't have enough skill points, give up the main attack skill that has little effect in the later stage.
Bishop: A turn just changed MP increase, fast movement, magic bullet each add 1 point, and then give priority to the full MP increase, and the rest are added according to personal preference. Skill points are full.
The second turn, after the transfer, the Holy Archery, Intelligence Stimulation, and Spell Mastery each have 1 point, and then the full Intelligence Activation is given priority. The rest is dotted according to the general method. Holy Archery skill points are not enough, and there is no need to fill up.
Three turns, one point each for Holy Light, Quick Movement Mastery, and Holy Concentration after the transfer, and then points are added according to the general method. If you don't have enough Holy Light skill points, you don't need to fill it up.
Four turns, after the transfer, the Destruction of Creation, the Mystic Aiming Technique, and the Holy Light Shine each add 1 point. The fourth turn requires a book to increase the upper limit of the skill level, and the four turn skill points are full, and all skill points are given at level 140, so the skill part given at the beginning of the fourth turn is easy to fill, just add points according to your preferences.
Magister (Ice Thunder).
One turn just changed MP increase、Fast movement、Magic bullet each add 1 point.,Then give priority to the full MP increase.,The rest is added according to personal preference.。 Skill points are full.
The second turn, after the transfer, the lightning technique, the freezing technique, and the intelligence stimulation are 1 point each, and then the full intelligence stimulation is given priority. The rest is dotted according to the general method. If you don't have enough lightning skill points, you don't need to fill up.
Three turns, one point each for Ice Roar, Fast Movement Mastery, and Lightning Storm after the transfer, and then points according to the general method. Ice Roar skill points are not enough, so you don't need to fill up.
Four turns, after the transfer, the Chain Link Lightning, Mystic Aiming and Frost Burst Crystal each add 1 point. The fourth turn requires a book to increase the upper limit of the skill level, and the four turn skill points are full, and all skill points are given at level 140, so the skill part given at the beginning of the fourth turn is easy to fill, just add points according to your preferences.
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Attribute plus 4 wisdom and luck.
Skill bonus points are double-clicked first with full mana.
Ignore him as soon as you turn around.
The second turn is to point the thunder skill.
It's all up to you to fight monsters.
Move quickly and tap a little first. However, it is more convenient to order it early to fill up.
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One turn of magic bullets is increased to 7 points, and the rest are all topped up, otherwise you can't perform 2 turns.
There is no impact.,1 turn can be redistributed.,Mage intelligence only needs 20 intelligence.,It's all washed back after the transfer.,Full strength can be turned into a warrior!! I also sue you for perfection, mage, skill 4, strength 4, agility 4, intelligence 12, luck 5 >>>More
First continue to do the team task of the big water spirit, to 31, go to the ant cave to practice, a few more people, rise quickly, practice to about 35, if you have skills with ice, you go to fight the fire boar, and Garay will go to fight the fire cyclops.
To be honest, it's really hard to upgrade if you don't hang up. >>>More
Hello, there is basically no trick to smashing 10 rolls, if you want to try your luck, it's best to go offline and then go online and then point again, the odds are high. The 60 roll has a trick! You can buy a few garbage rolls of 10 first, and then go offline, smash a garbage roll on other equipment after going online, and then click on the 60 roll, the probability of success can be said to be 95, I smashed a 10 force 4G ronin, this method I highly recommend! >>>More
Because you said that passwords have been changed frequently recently, the number of historical passwords retrieved by the system is based on the number of times you change your password. Let's just say that if you change your password 20 times in a month, you will need to provide a maximum of 19 and a minimum of 15 or so historical passwords. >>>More